themanwithnoname said:
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You neither asked for an explanation, nor implied you wanted one. All brought up is enjoying a linear level, which I had already addressed. It seems you can't even read your own arguments. You should look into that.
But let's humor you. Which part of linearity is good level design? Is it the cinematics, which have jack shit with the level design? Or is it the hand-holding, which also has jack shit to do with the design of the level? Maybe it's the heavily scripted events? Or the fact that there is only one general way through a linear level and every time you go through a level it is more or less the exact same, like a movie? Which of those exactly have anything to do with good level design, and not with shitty moviemaking?
It is skilless to make a level where you go from A to B to C, where the player will be greated by the exact same crap every time he goes through the level, and doesn't even have A1, A2, A3, to explore between A and B. A fucking dumbass can come up with a progression of events, and all it takes is a failure of a director that calls himself a game designer to populate it with cinematics and scripted sequences. Hell, I was doing that shit when I was 8 and was lying to my friends how I fought off ninjas next to Robocop.
On the other hand it takes far more craft and ability to create a level with multiple approaches, possibly different endings, such that a no playthrough is the same as a previous one for more than 3 playthroughs. That is good level design.
As I said, I don't give a shit what anyone likes, but linear levels are shitty level design.
Tag(thx fkusumot) - "Yet again I completely fail to see your point..."
HD vs Wii, PC vs HD: http://www.vgchartz.com/forum/thread.php?id=93374
Why Regenerating Health is a crap game mechanic: http://gamrconnect.vgchartz.com/post.php?id=3986420
gamrReview's broken review scores: http://gamrconnect.vgchartz.com/post.php?id=4170835








